Any unit of currency is a divisor. That is, the actual purchasing power of any unit of currency can be expressed as V=G/U, where V equals the purchasing power ("actual value") of a unit of currency, G the goods available for purchase, and U the number of units of currency chasing them. The problem with the old game was that for years currency accumulated with nowhere to go, and throughout its history currency kept accumulating and chased a very small number of goods. This is why I always preferred buying everything with merits, even when everything cost a lot more merits back then. Your own drops were too precious to be traded for the dross of inf. You worked the system for lucky recipe drops, saved even the lesser ones, and bought the salvage you needed with AE tickets.
I still do that to a great extent, and it's a lot easier thanks to the converter minigame. I think the long term trend is still inflationary. But where the old game pegged the value of inf to SOs that were obsolete as of Issue 9, today we have floors in the conversion of inf to merits, and the seeding of salvage on the AH.